K' is a cybernetically modified human with genes transplanted from Kyo Kusanagi by the secret organization NESTS.
He wields the ability to manipulate fire, a power he controls with his right-hand glove.
Gameplay Overview
K' (pronounced "kay dash") is an all rounder comfortable in the hands of both beginners and veterans. K's gameplan revolves around his swiss army knife of a move, Ein Trigger. Thanks to its many different follow-ups, Ein Trigger can be used to poke, combo, and zone for big meter build or big damage. Of course K' also has many other moves, such as his Crow Bite DP as an invincible reversal and his Blackout special that can swap sides with the opponent. Smart usage of K's variety of tools will result in K' being able to shine in whatever way you choose to play him.
One extra thing should be noted: optimal conversions and combos with K' can take a good amount of hit-confirming skill and physical execution, and should be noted for anyone looking to master the character, as dropping his better combos can cost you precious meter and also put you in a bad spot to get punished.
K' is a flexible character that is a struggle for others to get past, yet grants great returns on his own openings. |
Pros |
Cons |
- Versatility: Ein Trigger is incredibly versatile, with five possible follow-ups to choose from in any situation alongside being an alright poke on its own.
- Solid Meter Play: His meter build and meter spend are both great, with tons of useful EX moves for combos and utility. Ending his combos in Crow Bite C will give you 25% of a bar just by itself, and leaves him in a great position next to the opponent.
- Damage Dealer: Good damage returns on most of his conversions, especially in the corner.
- Guard Damage: Has access to easy 1 Bar Guard Crush setups in the corner if the opponent has no meter, and can easily punish them for attempting to roll.
- Insane Corner Carry: Has incredible corner carry from even his most basic combos to put his opponents in place for his strongest combos and setups. If you get hit by any of his close heavy buttons, you're going to find yourself there.
- Great Jump Attack Call-outs: Can convert nearly any anti-air or air-to-air hit into a full combo when near the corner thanks to j.214BD.
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- Straightforward Pressure: Can be very centralized on just Ein Trigger, making him a bit predictable.
- Unsafe Overhead: 6B overhead can't be Max Cancelled, instead being able to cancel to j.214B/D. This makes it much less rewarding and more risky than similar overheads, despite being as slow as them.
- Meter Intensive: Many of K's best tools require at least an EX bar to be truly impactful, meaning he works better as a middle or anchor character.
- Tight Hit Confirms: Requires good awareness of your spacing when you land a hit to convert into your best damage due to the short range on Ein Trigger > 6D.
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Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Hold OK) = Can be held before releasing.
Throws
Spotpile - (close) / +
Knee Strike - (close) / +
Command Normals
One Inch - +
Knee Assault - +
Sniper Slide - +
Special Moves
Ein Trigger - + / (*)
- ┗ Second Whip - +
- ┗ Second Shoot - +
- ┗ Second Knuckle - +
- ┗ Second Shell - +
- ┗ Blackout (EX Second Shell Only) - + /
- ┗ Blackout - + /
Blackout - + / (*)
Crow Bite - + / (*)
- ┗ Follow Up ( Crow Bite Only) - + /
Minute Spike - + / (*)
- ┗ Narrow Spike - + /
Air Minute Spike - + / (*) (Midair Only)
Super Special Moves
Heat Drive - + / (!) (Hold OK)
Chain Drive - + / (!)
Climax Super Special Moves
Hyper Chain Drive - ++
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
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Ranged confirm/Punish
Ranged confirm/Punish (harder)
Blowback Combo
Low Confirm (mid)
Jump in Confirm (mid)
Jump in Confirm (mid, harder)
Jump in Confirm (corner)
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f.C > 236A > 6C = 162 dmg
f.C > (214B)~214B, 623A = 197 dmg
CD > 236D, 4B > 236C~6D > 214D~(214D) = 237 dmg
2B > 2B > 236A~6D, 214D~(214D) = 166 dmg
j.C > 2C > 4B > 214D(hit)~214D = 257 dmg
j.C > 2C > 4B > 214B~214B, 623A = 294 dmg
starter > 236C~6D, 4B > 236C~6A, 623C~6K = 275(low), 409(jump in) dmg
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½ Meter
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Ranged confirm/Punish
Ranged confirm/Punish (harder)
Blowback Combo
Low Confirm (mid)
Jump in Confirm (mid)
corner (1)
corner (2)
corner (3)
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f.C > 236AC~6D~4B, 4B > 623C~6D = 294 dmg
f.C > 214BD~214B/D, 4B > 236C~6D, 214D~(214D) = 320 dmg
CD > 236D, 4B > 236C~6D, 214BD~(214K), 623C~6D = 310 dmg
2B > 2B > 236AC~6D~4B, 4B > 623C~6D = 239 dmg
j.C > 2C > 4B > 214BD~214B/D, 4B > 236C~6D, 214D~(214D) = 401 dmg
starter > 236C~6D, 236C~6A, 4B > 236AC~6C, 623C~6D = 328(low) 456(jump in) dmg
starter > 236AC~6C, 4B > 236C~6D, (2A) > 6A > 623C~6D = 338(low), 467(jump in) dmg
starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > 214D, 623A = 366(low), 492(jump in) dmg
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1 Meter
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Placeholder
Placeholder
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( = dmg
( = dmg
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2 Meters
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Placeholder
Placeholder
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( = dmg
( = dmg
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Normals
Far Standing Normals
Far A
far A
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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25
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Mid
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super
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4
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4
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7
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+4
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+2
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-
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30
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60
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- Very fast standing jab. Hits the area in front of K' to check hops.
- Not special, super, or command normal cancelable.
- Has fast recovery so can used in block strings to frame trap & apply pressure. Will whiff on crouching opponents.
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Far B
far B
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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30
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Mid
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super
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8
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4
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11
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0
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-2
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-
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30
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60
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- Side kick. Useful as a mid-range poke or confirming into (quick) max mode from a distance
- Can hit crouching opponents but will not hit opponents that are airborne
- This is -2 but leaves him at a range where the opponent likely can't hit him to take their turn back.
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Far C
far C
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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70
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Mid
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special
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10
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3
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20
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-2
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-4
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-
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70
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120
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- The haymaker. Great range and speed making it a useful tool for mid-range poking and confirming from a distance. Also shifts K' forward slightly, making it easier to connect special moves afterwards.
- This move is special and super cancellable on hit, block, and whiff. Can be used to get a quick knockdown or combo with Minute Spike/Narrow Spike (214B/D/BD) or Ein Trigger (236A/C/AC).
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Far D
far D
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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80
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Mid
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super
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9
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5
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16
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0
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-2
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-
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70
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120
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- A high reverse roundhouse kick. Useful for anti-airing and checking standing opponents with its semi-horizontal range.
- Can hit crouchers at the very tip of where close D becomes far D. Otherwise, will whiff on crouching opponents at farther ranges.
- Slightly slower than far C but with a lot more range diagonally above K'.
- Tip: After hitting an airborne opponent, doing 2144+BD (instant air minute spike) will connect without counter hit. Can yield a full combo at or close to the corner.
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Close Standing Normals
Close A
close A
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
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25
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Mid
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command
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4
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3
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7
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+5
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+3
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-
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30
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60
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- Jutting elbow strike. Fastest close normal for K'. Hits in front and above him. Useful for starting attack strings and frame traps.
- Positive on hit and block. Will link with 2A and 2B on hit. Can be rapid cancelled (cancel normal into normal) with 2B, 5B, and 5A.
- On block, can be used to frame trap with 2A (1F frame trap), 2B (2F frame trap), or 2C (3F frame trap). On hit, these become links, or 1F frame trap with 2C.
- Special and command normal cancellable.
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Close B
close B
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
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Low
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command
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6
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3
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8
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+4
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+2
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-
|
30
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60
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- Side kick. Slower close normal with minimal pushback. Useful for attack strings and frame traps.
- Special and command normal cancellable but can only combo into ein trigger (236 A/C/AC) and crow bites (623 A/C/AC)
- Very positive on hit and block. Links with 2A on hit. Does not rapid cancel like close 5A
- On block, can be used to frame trap with 2A (2F frame trap), 2B (3F frame trap), or 2C (4F frame trap). On hit, these become a link, a 1F, and 2F frame trap respectively.
- On hit, pushback is minimal. Close normals will come out at point blank range, setting up a 1F frame trap with 5C.
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Close C
close C
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70 (35+35)
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Mid
|
command
|
5
|
2 (2) 3
|
20
|
-2
|
-4
|
-
|
70 (35+35)
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120 (60+60)
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- Multi-hitting uppercut. Hits twice and both hits are cancelable. Useful as an easy combo-starter and fast close range strike.
- Will hit crouchers and is super, special, and command normal cancellable. Will connect with all special moves, even minute spike (214 B/D/BD)
- First hit has no pushback. The second hit has a lot of pushback making it more difficult to combo off of.
- Has fairly short range and does not hit against an opponent directly above K'
- Not whiff cancellable. Be wary of rolling or jumping opponents.
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|
Close D
close D
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Low
|
command
|
7
|
3
|
20
|
-2
|
-4
|
-
|
70
|
120
|
- Surprisingly, hits low. However, due to the constant threat of 2B > Ein Trigger causing people to almost always block low, it's not much of a benefit.
- Inside kick. This is K' only standing low. Slower than 5C but hits once for more damage. Use as an alternative to 2B or in frame traps.
- Special, super, and command normal cancellable. Has a lot of pushback on hit or block. Use 4B to combo easily on a hit.
- Pushback on hit and block makes this move safe. Cancelling into a special early will stop the push.
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Crouch Normals
Crouch A
crouch A
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
4
|
3
|
8
|
+4
|
+2
|
-
|
30
|
60
|
- Fastest normal option along with 5A and should be your go to choice for interrupting block strings or 4F punishes.
- Can be special canceled into Ein Trigger for conversions
|
|
Crouch B
crouch B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
15
|
Low
|
command
|
5
|
4
|
9
|
+2
|
0
|
-
|
15
|
30
|
- Can be chained into itself three times from up close
- Can be cancelled into specials
- Great horizontal range on a fairly fast low
- Your main combo starter
One of the most important normals in K's toolbox, you will be using this a lot during pressure, when poking and fishing for damage/corner carry opportunities. It is important to note this is one frame slower than 2A which can make it much worse for frame traps and 4-5f punishes. Beware doing too many in a row (especially after a jump-in) when attempting to convert into ex Ein Trigger as the push-back can easily make it whiff.
K' has access to a powerful but difficult conversion from three 2B's into EX Narrow spike (214BD->214BD). This leads to some of his highest damage options off an easy to spot low confirm if you are able to master the execution requirement.
|
|
Crouch C
crouch C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
Mid
|
command
|
6
|
6
|
23
|
-8
|
-10
|
-
|
70
|
120
|
- Can be used for anti-air
- Can be special cancelled, has a decent sized cancel window that's useful for frame traps into 4B.
- Generally your go-to heavy starter for a full punish
A decent "fake" uppercut, can be useful in a pinch vs low hop pressure. Decent range since K' moves forward during the animation. Combined with a slight delay on 4B, this gives him a great frame trap that will even connect on crouch blocking opponents, ensuring you can cancel into Ein Trigger (236A/C/AC).
|
|
Crouch D
crouch D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Low
|
command
|
8
|
4
|
20
|
SKD (25: Tech / 52: Non-tech)
|
-5
|
-
|
70
|
120
|
- Long range sweep. Great for poking as it moves him forward slightly.
- Can be special cancelled on hit or block. Follow up with Ein Trigger to continue applying pressure or Blackout to close the distance after a knockdown.
|
|
Jump Normals
Jump A
jump A
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
40
|
High
|
special
|
4
|
7
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump
jump
|
45
|
High
|
special
|
4
|
8
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
- Fast air attack, but generally outclassed by his other excellent jumping normals.
|
|
Jump B
jump B
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
40
|
High
|
special
|
4
|
13
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump
jump
|
45
|
High
|
special
|
4
|
14
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
- Jump version can cross-up
- Decent air to air when scrambling for air control.
|
|
Jump C
jump C
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
70
|
High
|
special
|
6
|
7
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump
jump
|
70
|
High
|
special
|
6
|
8
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
- Jump version can cross-up
- Fast speed an good damage arguably makes this K's best air-to-air call out button
- Great for hop pressure
- Downward angle of punch can sometimes make it hard to anti-air
- Cancellable into Air Minute Spike (214B/D/BD) for nice damage and corner push, can juggle into Crow Bite A if you spent the bar while in the corner.
|
|
Jump D
jump D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
70
|
High
|
special
|
9
|
5
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump
jump
|
70
|
High
|
special
|
10
|
6
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
- Arguably K' best jumping attack
- Excellent range horizontally and vertically.
- Strong air-to-air poke. Even more so because it sets up for a relatively easy conversion into j.2144 BD (instant air EX Minute Spike)
|
|
Rush
Rush
cl.AA/cl.AAX
cl.AA/cl.AAX
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
cl.AA
cl.AA
|
48 (25+25)
|
Mid
|
Rush
|
6
|
-
|
-
|
-17
|
-19
|
-
|
30
|
120 (60+60)
|
cl.AAX
cl.AAX
|
70 (25+25+25)
|
Mid
|
Rush
|
6
|
-
|
-
|
-15
|
-17
|
-
|
30
|
120 (60+60)
|
- Depending on meters available, the rush combo ends with a C Crow Bite with the 6D followup, Heat Drive or Climax.
|
|
Blowback
Blowback
Blowback
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
command
|
14
|
4
|
25
|
Wall Splat [+71~+87] (Ground hit) / SKD (Air hit)
|
-6
|
-
|
100
|
160
|
- Relatively short range compared to the stronger CD blowbacks in the game.
- Fairly slow at 14 frames.
- Can chase after wall splat with Blackout.
|
|
ShatterStrike
Shatterstrike
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
-
|
15
|
6
|
27
|
Crumple (+93)
|
-10
|
Armor: 4 to 14 (11 frames)
|
0
|
200
|
|
|
jump CD
jump CD
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
80
|
Mid
|
-
|
17
|
5
|
1 on ground
|
-
|
-
|
-
|
80
|
120
|
jump
jump
|
90
|
Mid
|
-
|
17
|
6
|
1 on ground
|
-
|
-
|
-
|
80
|
140
|
- K's longest range aerial attack
- Great air to ground angle
- Somewhat limited air-to-air application.
- On counter hit can be followed up with Minute Spike (easy)for corner carry or 4B into full combo (harder).
- Can also follow up with j.2144BD for some corner carry and extra damage on normal hit.
- Lots of block stun for closing the gap and starting pressure. Use this when your opponent feels comfortable blocking your approach for extra frame advantage and guard bar damage.
|
|
Throws
Spotpile
Spotpile
(close) 4/6C
(close) 4/6C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
N/A
|
-
|
1
|
1
|
0
|
HKD (+33)
|
-
|
-
|
0
|
0
|
|
|
Knee Strike
Knee Strike
(close) 4/6D
(close) 4/6D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
N/A
|
-
|
1
|
1
|
0
|
HKD (+34)
|
-
|
-
|
0
|
0
|
|
|
Command Moves
One Inch
One Inch
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75 [60]
|
Mid
|
super [special]
|
22 [12]
|
9
|
25 [15]
|
Crumple (+92) [-3]
|
-15 [-5]
|
-
|
120 [60]
|
120 [80]
|
- Causes a crumple when used standalone but not special cancellable in this situation.
- When cancelled, can only combo from the 1st hit of c.C. It is too slow to combo from lights and too short ranged to combo from other heavies. Overall worse than 4B as a combo filler in every possible way due to lower damage.
- One advantage it has over 4B is better muscle memory for returning K' players since c.C (1 hit) into 6A always worked in every KOF K' appeared in and was the preferred heavy starter in almost all of them.
- Juggles airborne opponents and has some utility in fancy mid air quick max activation combos.
|
|
Knee Assault
Knee Assault
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
High [Mid]
|
special
|
22 [14]
|
6
|
24
|
-9
|
-11
|
-
|
70
|
80
|
- Overhead when used raw. Not max cancellable, but can combo into 214B/D or 214BD on hit.
|
|
Sniper Slide
Sniper Slide
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
50
|
Mid
|
special
|
15
|
6
|
20
|
-5
|
-7
|
-
|
60
|
80
|
- Like 6A, but better. Can use standalone after some corner juggles to tag an extra hit before cancelling into DP. When used from any light normal it makes an amazing 4F frame trap.
- Important to note this maintains juggle state and is able to be max cancelled. This means K' can switch into max mode at the end of long combos having built some extra meter or for an optimal finish without early max mode penalties.
|
|
Special Moves
Ein Trigger
Ein Trigger
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
40
|
Mid
|
-
|
9
|
12
|
15
|
SKD (31: Tech / 58: Non-tech)
|
-4
|
-
|
40
|
60
|
C
C
|
40
|
Mid
|
-
|
9
|
12
|
15
|
-2
|
-4
|
-
|
40
|
60
|
AC
AC
|
50
|
Mid
|
-
|
7
|
12
|
19
|
SKD (32: Tech / 59: Non-tech)
|
-1
|
-
|
0
|
80
|
- K' throws out a stationary circular swirl of fire at waist level which can be cancelled into a variety of follow ups. This can negate projectiles that come into contact with it. The followups can still be performed in this case.
- A version knocks down and is preferred as a starter in mid screen combos. K' moves forward slightly when throwing out the flame, giving it slightly longer range. As such, it reliably combos from repeated 2B even at near max distance.
- C version does not knock down and is preferred as a starter in corner combos.
- EX version negates EX projectiles and completely beats normal projectiles. It also moves K' forward and "sticks" opponents in place on hit, which lets you combo into 6D consistently for nice conversions, even from max range farC.
- All versions combo from lights, preferably 2B.
- Total duration:
A/C = 35 frames
EX = 38 frames
|
|
Second Whip
Second Whip
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
236A~6A
236A~6A
|
50
|
Mid
|
-
|
15
|
9
|
15
|
SKD (35: Tech / 62: Non-tech)
|
-2
|
-
|
60
|
40
|
236C~6A
236C~6A
|
50
|
Mid
|
-
|
15
|
9
|
15
|
SKD (33: Tech / 60: Non-tech)
|
-2
|
-
|
60
|
40
|
236AC~6A
236AC~6A
|
90
|
High
|
-
|
13
|
9
|
15
|
HKD (+47)
|
-3
|
-
|
0
|
80
|
- 6A followup is mainly useful as juggle filler in corner combos. Safest option if Ein Trigger is blocked. However, due to its limited range and pushback from Ein Trigger, this move can whiff if too many normals are used at the start and leave you somewhat more unsafe. Will connect on a cornered opponent. There's a 1F gap between 236P & 6A which is useful for corner pressure. Will hit anyone trying to jump or not blocking. Can roll between the hits or use invincible reversal between the hits.
- When used after 236AC, 6A is a hard knockdown and an overhead. This is also a true block string with 236AC making it one of the fastest overheads in the game.
- Normal versions reflect normal projectiles and EX version reflect EX projectiles.
- Note: You cannot use the same Ein Trigger follow-up in the corner. IE: You can do 236C, 6D, 236(A/C/AC), 6A. You cannot do 236C, 6D, 236 (A/C/AC), 6D.
|
|
Second Shoot
Second Shoot
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
236A~6B
236A~6B
|
40
|
Mid
|
super
|
8
|
Full Screen Projectile
|
31
|
SKD (38: Tech / 65: Non-tech)
|
-7 (Close range) to +24 (Max range)
|
-
|
60
|
60
|
236C~6B
236C~6B
|
40
|
Mid
|
super
|
8
|
Full Screen Projectile
|
31
|
-5
|
-7 (Close range) to 24 (Max range)
|
-
|
60
|
60
|
236AC~6B
236AC~6B
|
78 (40+40)
|
Mid
|
-
|
7
|
Full Screen Projectile
|
30
|
SKD (47: Tech / 74: Non-tech)
|
+3 (Close range) to +28 (Max range)
|
-
|
0
|
80 (40+40)
|
- 6B followup is a slow fireball. Depending on the spacing of Ein Trigger, this can be either unsafe or even plus on block, except for in the corner. Cannot juggle afterwards during a mid-air hit except with an air EX Minute Spike.
- After 236C, the fireball is faster.
- After 236AC, this is a 2-hit slow fireball that gradually speeds up and can mess with attempts to roll or jump it. Plus on block even at point blank allowing his 5C/2C to beat 4F normals. Can easily Guard Crush the opponent in the corner with one bar by doing j.C>5C[1]>4B>236AC>6B 3 times, substituting 236A>6B at the end, while still being able to punish meterless rolls with 2A/2B. Still does not allow normal juggles afterwards.
- Normal versions of Second Shoot can be super cancelled but there is little utility in combos because of limited hit stun and its inability to juggle. However, it can be whiff canceled into Heat Drive at a distance to punish attempts to jump, roll or neutralise your fireball. It can also be whiff canceled into Chain Drive, which beats mid range jump in attempts.
|
|
Second Knuckle
Second Knuckle
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
236A~6C
236A~6C
|
60
|
Mid
|
super
|
15
|
7
|
22
|
SKD (25: Tech / 52: Non-tech)
|
-10 (Close range) to -3 (Max range)
|
-
|
60
|
40
|
236C~6C
236C~6C
|
60
|
Mid
|
super
|
15
|
7
|
22
|
SKD (22: Tech / 49: Non-tech)
|
-10 (Close range) to -3 (Max range)
|
-
|
60
|
40
|
236AC~6C
236AC~6C
|
70
|
Mid
|
-
|
15
|
7
|
19
|
SKD (42: Tech / 82: Non-tech)
|
-1
|
-
|
0
|
40
|
- 6C followup is a forward-moving punch that does the most damage out of 236P follow-ups, knocks down, and is super cancellable.
- After 236AC, this is a forward-moving punch that juggles, sort of like normal versions of the 6A follow up. Useful to tag on extra damage in corner juggles.
- You get another 236C, 6(A/B/C) if you do 236AC, 6C for a potential 3 Ein Trigger combo.
|
|
Second Shell
Second Shell
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
236A~6D
236A~6D
|
40
|
Mid
|
-
|
7
|
12
|
21
|
SKD (48: Tech / 75: Non-tech)
|
-7
|
-
|
30
|
60
|
236C~6D
236C~6D
|
40
|
Mid
|
-
|
7
|
12
|
21
|
SKD (45: Tech / 72: Non-tech)
|
-7
|
-
|
30
|
60
|
236AC~6D
236AC~6D
|
40
|
Mid
|
-
|
7
|
12
|
18
|
SKD (51: Tech / 78: Non-tech)
|
-3
|
-
|
0
|
60
|
236AC~6D~4B/D
236AC~6D~4B/D
|
-
|
N/A
|
-
|
-
|
-
|
24
|
-
|
-
|
-
|
-
|
-
|
- 6D followup launches opponent and is generally the most rewarding finisher. Functions decently as an anti-air.
- Corner combos with 236C, 6D can be followed up with another 236 (A/C/AC) for a double Ein Trigger combo.
- AC version doesn't launch the opponent higher, but K' recovers faster compared to normal versions.
- 6D into 4K also performs a teleport which stops right below a juggled opponent. Useful for chasing down juggled opponents mid screen and following up with 4B > combo of your choice. May cause awkward side switching if done point blank.
|
|
Blackout (Ein Trigger Follow-up)
Blackout
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
236A~4B/D
236A~4B/D
|
-
|
N/A
|
-
|
-
|
-
|
32 [40]
|
-
|
-
|
Full Body: 9 to 24 (16 frames) [Full Body: 14 to 30 (17 frames)]
|
-
|
-
|
236C~4B/D
236C~4B/D
|
-
|
N/A
|
-
|
-
|
-
|
32 [40]
|
-
|
-
|
Full Strike: 9 to 24 (16 frames) [Full Strike: 14 to 30 (17 frames)]
|
-
|
-
|
236AC~4B/D
236AC~4B/D
|
-
|
N/A
|
-
|
-
|
-
|
25
|
-
|
-
|
Full Body: 4 to 14 (11 frames)
|
-
|
-
|
- 4K performs a teleport that can switch sides with the opponent, except in the corner. D version travels further. Both versions, including EX, are very unsafe on block.
|
|
Blackout
Blackout
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
-
|
N/A
|
-
|
-
|
-
|
32
|
-
|
-
|
Full Strike: 9 to 24 (16 frames)
|
-
|
-
|
D
D
|
-
|
N/A
|
-
|
-
|
-
|
40
|
-
|
-
|
Full Strike: 14 to 30 (17 frames)
|
-
|
-
|
BD
BD
|
-
|
N/A
|
-
|
-
|
-
|
28
|
-
|
-
|
Full Strike: 4 to 14 (11 frames)
|
-
|
-
|
- A sliding teleport that can switch sides, D version travels further. BD version travels slightly shorter than the D version, but is much faster. All versions are unsafe when cancelled from any cancellable normal. D version is useful for catching up with the opponent on a wallsplat CD.
|
|
Crow Bite
Crow Bite
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
78 (50+30)
|
Mid
|
super(1)
|
4
|
11
|
39
|
SKD (24: Tech / 51: Non-tech)
|
-26
|
Full body against non-projectile air moves: 1 to 5 (5 frames)
|
80 (40+40)
|
80 (40+40)
|
C
C
|
105 (50+30+30)
|
Mid
|
super(1)
|
7
|
18
|
54
|
SKD (0: Tech / 27: Non-tech)
|
-48
|
Full Body: 1 to 11 (11 frames)
|
120 (40+40+40)
|
120 (40+40+40)
|
AC
AC
|
163 (10*8+30+30+40)
|
Mid
|
-
|
4
|
11 (11) 10 (19) 7
|
31
|
HKD (+30)
|
-42
|
Full Body: 1 to 10 (10 frames)
|
0
|
240 (20*10+40)
|
C~6B/D
C~6B/D
|
40
|
-
|
-
|
8
|
6
|
32
|
HKD (+30)
|
-
|
-
|
40
|
?
|
- Anti-air DP. C version can be followed up with 6D.
- The 6D follow up can still hit taller characters on the ground if the initial hits miss or gets blocked. It is still quite unsafe on block.
- Only Heat Drive and Climax will combo when super cancelled.
After using 623C>6D or 623AC, K' gets a guaranteed 4F safe jump that will also beat wake-up rolls if you choose to press 4C/D after landing. Ending your combos/anti-airing with this move is critical to swing the momentum in K's favor.
|
|
Minute Spike
Minute Spike
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
90
|
Mid
|
-
|
15
|
3
|
21
|
SKD (46: Tech / 86: Non-tech)
|
-8~-6
|
-
|
40
|
40
|
D
D
|
120
|
Mid
|
-
|
15
|
3
|
35
|
SKD (35: Tech / 75: Non-tech)
|
-19
|
Full Body Armor: 5 to 7 (3 frames)
|
40
|
40
|
BD
BD
|
80
|
Mid
|
-
|
15
|
3
|
35
|
SKD (25: Tech / 65: Non-tech)
|
-19
|
Full Body Armor: 1 to 4 (4 frames)
|
0
|
60
|
- Normal version provides excellent corner carry knocking the opponent very far away. Follow up with Narrow Spike to close the distance.
- The B and EX versions hit crouching opponents, where the D version does not. Spacing the B version just right, about a few steps away from round start, can make it very difficult to punish with anything other than a sweep, making it a somewhat useful neutral tool to push the opponent towards the corner. The margin between the proper spacing and whiffing entirely is small however, so it's not recommended to rely on this.
- The D and EX versions of Minute Spike have a few frames of Guard Point, which allow you to blow through moves with a fast distance closing move. The EX version is also a combo starter.
- Due to the above property, this is one of the most important tools K' has when fighting against characters with fireball traps like King, Athena, Robert and Joe. Can also be used against strong but telegraphed attacks like Terry's Burn Knuckle. Be sure to cancel into Narrow Spike after the Guard Point (before Minute Spike hits) to convert into a combo.
|
|
Narrow Spike
Narrow Spike
214B/D/BD~214B/D
214B/D/BD~214B/D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B or D
B or D
|
60
|
Low
|
super
|
12
|
9
|
12
|
SKD (40: Tech / 67: Non-tech)
|
-10~-2
|
-
|
70
|
120
|
BD
BD
|
80
|
Low
|
-
|
6
|
9
|
10
|
Juggle (+42~+69)
|
-14~-6
|
-
|
0
|
100
|
- Can performed at almost any point of Minute Spike before K' lands on the ground.
- If performed quickly, skips Minute Spike completely and can combo from heavies
- Can be used as a frame trap if delayed.
- All versions launches opponent slightly, with EX recovering faster.
|
|
Air Minute Spike
Air Minute Spike
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
80 [40]
|
Mid
|
-
|
13
|
3
|
21 on ground
|
SKD
|
-15 (Lowest height) to -22 (Highest height)
|
-
|
40
|
40
|
D
D
|
100 [50]
|
Mid
|
-
|
13
|
3
|
21 on ground
|
SKD
|
-15 (Lowest height) to -22 (Highest height)
|
-
|
40
|
40
|
BD
BD
|
120 [60]
|
Mid
|
-
|
13
|
3
|
16 on ground
|
SKD
|
-10 (Lowest height) to -17 (Highest height)
|
-
|
0
|
40
|
- Cannot be cancelled into Narrow Spike.
- All versions are anywhere juggles.
- All versions can be cancelled from any air normal and will combo if high enough. Due to these previously listed properties, this move is fantastic for adding extra damage and corner carry to successful air-to-airs, or comboing after a successful j.CD on a grounded opponent.
- While you can cancel and combo into this move during a jump in normal, there's almost no reason to do so since you can land and start a ground combo for more damage.
- Can also be performed during a backdash. An easy shortcut for this is to input 2144B/D/BD.
- Air EX version has significantly less lag when landing, allowing for better juggles.
- If this move hits an opponent who is not in a juggle state (i.e. anywhere juggle), an additional 25% scaling penalty is applied. Meaning that the move scales the combo by 30% instead of 5%.
- It is possible to perform an instant EX Air Minute Spike on the ground via a Tiger Knee input (i.e. 2147BD). Regular Air Minute Spike has a slight height requirement of 3 units, meaning it cannot be Tiger Knee'd in a similar fashion.
|
|
Super Special Moves
Heat Drive
Heat Drive
236236A/C/AC
236236A/C/AC
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A or C
A or C
|
160/180/220/280
|
Mid
|
advanced, climax
|
10 [101]
|
17
|
46
|
HKD (+59)
|
-52~-36
|
Full Body: 1 to 3 (3 frames)
|
0
|
0
|
AC
AC
|
300/330/360/400
|
Mid
|
climax
|
10 [84]
|
18
|
45
|
HKD (+57)
|
-52~-36
|
Full Body: 1 (1 frame)
|
0
|
0
|
- All versions can be held and deals proportionately more damage. Does not become unblockable when fully charged.
- Stays in front of opponent if blocked.
- Despite it being possible to Advanced Cancel into MAX Chain Drive, there doesn't appear to have any way to combo it, unlike in KOF XI.
- Plays the satisfying blast sound effect all the way from KOF '99.
|
|
Chain Drive
Chain Drive
2363214A/C/AC
2363214A/C/AC
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A or C
A or C
|
200 (0+25+10*2+15*4+10+15*2+55)
|
Mid
|
advanced, climax
|
13
|
Full Screen Projectile
|
88
|
HKD (+43)
|
-75~-49
|
Full Body: 1 to 15 (15 frames)
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0
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0
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AC
AC
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350 (0+40+20*9+50+80)
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Mid
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climax
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12
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Full Screen Projectile
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75
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HKD (+76)
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-61~-35
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Full Body: 1 to 16 (16 frames)
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0
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0
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- K' tosses his glasses and starts a short autocombo if it hits. The glasses start off at about his chest level and it travels in a slight arc downwards.
- All versions have significant amounts of invincibility frames.
- Can be climax cancelled during any hit of the autocombo.
- For A/C versions, the sunglasses will negate most normal or EX projectiles and clash with super projectiles.
- For the AC version, the sunglasses will negate most normal/EX and super projectiles and clash with MAX super projectiles.
- The sunglasses can be reflected but it is unrewarding to do so, as they deal 0 damage. Moreover, if K' is hit by his own reflected sunglasses, he recovers much faster compared to simply blocking or dodging the sunglasses.
- In all versions, if the sunglasses miss, gets blocked or clashes with other super projectiles, K' stays in place and pulls out a new pair.
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Climax Super Special Moves
Hyper Chain Drive
Hyper Chain Drive
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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435 ([20+0]*22+30) Min:245
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Mid
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-
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9
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20
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169
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HKD (+25)
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-168
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Full Body: 1 to 19 (19 frames)
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0
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0
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- Due to its large hitbox and quick startup, it combos from basically all possible super and climax cancels.
- Takes 1000 years to recover if blocked. On the bright side, you might get to see one of those rare 100% raw max combos.
- Please remember the much better metered options to escape pressure like the universal GCAB/GCCD or even wakeup EX black out before you even think about using this as a reversal.
- Only does 1 hit on block for 3 chip damage.
- Negates almost any projectile that comes into contact with the flames but it's a moot point as you'll still be stuck with roughly 700 years of recovery if you do so.
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